Age is a pretty good indicator of available time for play
0-3, infant/toddler
4-6, preschooler
7-9, kids
10-13, tween
13-18, teen - Most time
18-24, young adult - Lots of time
25-35, twenties and thirties - Some time
35-50, thirties and forties - Least Time
50+, fifties and up - more time again!
Gender
Stereotypes about What Males Like To See In Games
Mastery
Competition
Destruction
Spatial Puzzles
Trial and Error
Stereotypes about What Females Like To See In Games
Emotion
Real World
Nurturing
Dialog and verbal puzzles
Learning by example
LENS 019: The Lens of the Player
To use this lens, stop thinking about your game, and start thinking about your player. Ask yourself these questions:
1. In general, what do they like?
2. What don't they like? Why?
3. What do they expect to see in a game?
4. If I were in their place, what would I want to see in a game?
5. What would they like or dislike about my game in particular?
A good game designer should always be thinking of the player and should be an advocate for the player. Skilled designers hold the Lens of the Player and Lens 010: Holographic Design in the same hand, thinking about the player, the experience of the game, and the mechanics of the game all at the same time. Thinking about the player is useful, but even more useful is watching them play your game. The more you observe them playing, the more easily you'll be able to predict what they are going to enjoy.
Psychographics
LeBlanc's Taxonomy of Game Pleasures
Sensation
Fantasy
Narrative
Challenge
Fellowship
Discovery
Expression
Submission
Bartle's Taxonomy of Player Types
Achievers - Challenge
Explorers - Discovery
Socializers - Fellowship
Killers - Competition/Destruction
More Pleasures
Anticipation
Completion
Schadenfreude
Gift giving
Humor
Possibility
Pride in accomplishment
Surprise
Thrill
Triumph over adversity
Wonder
LENS 020: The Lens of Pleasure
To use this lens, think about the kinds of pleasure your game does and does not provide. Ask yourself these questions:
1. What pleasures does your game give to players? Can these be improved?
2. What pleasures are mission from your experience? Why? Can they be added?
Ultimately, the job of a game is to give pleasure. By going through lists of known pleasures and considering how well your game delivers each one, you may be inspired to make changes to your game that will increase your players' enjoyment. Always be on the lookout, though, for unique, unclassified pleasures not found in most games -- for one of these things might be what gives your game the unique quality it needs.
Recommended Reading
Designing Virtual Worlds by Richard R Bartle
Pleasures of the Brain by Kringelbach and Berridge
Understanding Kids, Play, and Interactive Design: How to create Games That Children Love by Mark Schlichting
Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Goals in Gaming by Kafai, Richard, and Tynes
Chapter 9: The Game Is Made for a Player
Einstein's Violin
Know your audience
Demographics
Age is a pretty good indicator of available time for play
Gender
Stereotypes about What Males Like To See In Games
Stereotypes about What Females Like To See In Games
Psychographics
LeBlanc's Taxonomy of Game Pleasures
Bartle's Taxonomy of Player Types
More Pleasures
Recommended Reading